Design Notes
A few of the standing decisions behind Project: Souls Requiem, and why they're sticking around.
Update 1.7.3 — October 8, 2026
Three bosses look the way they should, rounds count properly, the Alpha Bot's special no longer asks for a target it doesn't need, and your World Domination achievement is moving again.
Bosses Fixed
- Mama Rat and Forge Tyrant: their arms were sunk inside their bodies, with only their hands poking out of their bellies. Their arms now hang at their sides like they should, in every move.
- Rust Hound: the strange loop that flew up behind his back when he swung his arm is gone. A piece of his leg armor was stuck to his hand.
- Mama Rat now stoops forward more, like a real rat.
- Mama Rat's tail no longer looks pinched and twisted where it leaves her body. It now comes out cleanly from under her vest, sways while she stands, swings as she walks, and goes limp on the floor when she falls.
Rounds Count Properly
When your opponent went first, the round counter jumped straight to Round 2 on your first turn. A round now counts only once both sides have had their turn, no matter who starts, in both 1v1 and Requiem Clash (1v2).
Alpha Bot
The Alpha Bot's special hits both enemies, but it still asked you to pick a target first. It now fires straight away with no target to choose.
World Domination Achievement
Since September 20, your faction's nightly World Domination win counted for the faction but not on your own World Domination achievement, so it stopped going up. It now goes up with every win again.
- The levels you missed are given back automatically, once, to everyone who was in the faction for those wins. The founder's game starts it the first time they open the Faction menu, and your achievement updates within a few minutes.
Factions
- Only the faction founder can accept or turn down join requests and change the faction flag. Officers can still invite players from a player's card.
- The Buddy List limit of 10 friends is now checked properly: a full list can't send or accept more friend requests. Turning a request down always works.
- The Faction Wars achievement now says 6 areas instead of 7, and Bane Hallow now talks about the six regions outside his Palace. The Presidential Palace isn't part of Faction Wars.
Update - 1.7.2 — October 6, 2026
A very quick fix for players on laptops, and the heroes are back to their classic look.
Fixed: Crashing While Loading on Laptops
On laptops and PCs that use built-in graphics instead of a separate graphics card, the game could crash on the loading bar right after logging in - sometimes every time. The loading bar was loading every character and boss animation in the game at once, which was more than those computers could hold.
- Each animation now loads only when it's needed, so the game uses far less memory on every computer.
- Loading after you log in is quicker too.
Heroes Back to Their Classic Look
The 3D heroes have been taken out for now. Every hero - all three classes, male and female - is back to the original look in the lobby, in battle and in Customize.
- Hairstyles and the skin and eye colour options in Customize went with them. Your armor, accent, glow, hair and skill colours work just as before.
- Your hero, level, gear and progress are not affected.
Update 1.7.1 — October 6, 2026
More wins count every hour, adding friends works again, your hero can get a new hairstyle, and the game server now keeps a closer eye on fair play.
More Wins Every Hour
The hourly win limit is bigger, and each mode now has its own.
- 1v1 Duels: 25 wins an hour (was 15).
- Requiem Clash (1v2): 15 wins an hour, counted on its own. Winning Duels no longer uses up your Clash wins, and the other way round.
- Nothing else changes: the count still starts fresh on the clock hour, losses never count, boss fights don't use any of it, and a win past the limit still pays 20% of its rewards but doesn't count on the leaderboard, your character or your faction.
Adding Friends Works Again
- Add friend on another player's card now works. So do accepting a friend request, removing a friend, messaging a friend and Jump, which were all failing on the server.
- The card used to say "Friend request sent." straight away, even when it hadn't gone through. It now says "Sending friend request..." and then tells you what really happened.
New: Hairstyles
Open the Customizer and look for the new Hairstyle row. The first one, Short Layered, is ready for female heroes. It stays on your head through every move, in the world and in battle. More hairstyles, for every hero, are on the way.
Fair Play
The game server now keeps its own count of your wins and Reqs, and double-checks fights. If you play fair you won't notice anything at all.
Fixes
- The thin dark line where the arm meets the shoulder on the 3D heroes is gone.
Update 1.7.0 — September 29, 2026
Your hero steps into 3D, you can now change your class, levels 1 to 10 are easier, every boss has been remade from scratch with three attacks of its own, NPCs now meet you face to face, and there is a brand new Rarity leaderboard to climb.
Your Hero in 3D
Your character is now a real 3D model, live on screen, in the world and in battle - all three classes, male and female.
Every battle move was made new for it: the battle stance, the sword slash, the kick combo, the multi-slash, the gun, the auxiliary carried on the shoulder, the grenade, the heal (both hands raised to the sky), Split Fire (a small cannon appears in your open palm and fires), sending your robot in (sword raised), getting hit, the victory stomp and the death.
- Your weapons are worn on your body: sword at the hip, gun tucked in at the waist, auxiliary across your back. They come out when a move needs them and go back when it is done.
- The weapon you see is the weapon you have equipped - every sword, sidearm and auxiliary in the game.
- Guns are bigger than before, and sit tucked on the side of the hip, handle back, ready to draw.
- Arms are longer and hands bigger, and the hands grip properly instead of bending like rubber.
New: Choose Your Skin and Eye Colour
The Customizer has a new Body Colors section: pick any skin tone and any eye colour. The skin keeps all of its light and shade, so it still looks like skin, and the preview shows your actual hero while you pick. Reset puts you back to how your character was made.
Hair, armour colours and masks for the 3D heroes are coming next.
New Characters Start Armed
Every new character now starts with a Recruit Pistol and a Recruit Launcher, alongside the starter sword and armour, so you can use your gun and auxiliary from your very first fight. They are basic on purpose - swap them for something better from the shops as soon as you can.
Characters you already have get the same two the next time you log in. They go into your bag, and are only put on if you had nothing in that slot - your own gun and auxiliary are never swapped out.
New: Change Your Class
Open your Character sheet and press Change Class. For 10,000 Reqs you can become either of the other two classes.
- You keep your level, your Reqs, your faction, your looks, your attribute points and everything you own.
- Your skills switch to the new class. Its starter skills are free, and every skill point you have earned comes back to you to spend again.
- Gear the new class cannot use is taken off, but it stays yours. If that leaves you without armour, you are given the new class's starter set.
Technomancer: Aether Efficiency
- The "+30% healing" on this passive never actually worked. It does now: every heal a Technomancer casts gives back 30% more Health.
- Skills now cost 10% less Mana. The card used to say 20%, but the game was really giving 15% - the card and the game now match.
Armour Made for Your Hero
Armour made for one body can now only be bought and worn by that body. Shops show only the sets that fit your hero - the class armour sets and the Alpha Armour included. If you were wearing a set made for the other body, the next time you log in it is swapped for the same set made for yours. Female heroes had all been started in the male cut of their starter armour - that is fixed too.
An Easier Start
Levels 1 to 10 were too hard, and we heard you. Every opponent of Level 1 to 10 - arena fighters, practice duels, Requiem Clash opponents and bosses of those levels - now has 15% less health and hits 15% softer, skills included. From Level 11 up, nothing changes.
Price Changes
- Founding a faction now costs 15,000 Reqs. If founding fails - the name is already taken, or your connection drops - you get it all back.
- Robots are cheaper: 10,000 Reqs instead of 20,000. The Alpha Bots stay at 15,000.
- Robots no longer have their own level tiers. Every robot is open to you the moment you can use robots at all, at Level 30.
Settings
- The Settings screen has been rearranged into two panels and fits on one screen - no more scrolling.
- Visual Quality actually works now. Before this it changed something the game never draws, so nothing happened. High shows your hero at full detail with the smoothest edges and the full night sky. Low draws your hero at lower detail, shows fewer stars and runs at 30 frames a second - the easiest setting for an older PC or a laptop on battery. Medium sits in between.
- Text Size is now Normal or Large. If you had Extra Large, you have been moved to Large.
Every Boss Remade
All 41 bosses now stand, walk, fight, heal and die on animation made for their own bodies - a heavy brute and a thin skeleton no longer move the same way.
- Every boss has three attacks and picks one at random each time. Bosses that fight at range throw all three and stay back; bosses that fight up close walk in to hit you.
- Bosses reach up and pull the light down into themselves when they heal, instead of standing still while an orb appears.
- The seven sword-carrying bosses hold their blades upright in both hands, and all three of their attacks use the sword.
- Ash Wretch and The Amber Sovereign really burn now, and Volt Wisp's veins light up as he casts.
- All bosses are back to their proper size and stand on the floor instead of floating.
The Hourly Win Limit
- The 15-wins-an-hour limit now follows the clock. Every win from 10:00 to 10:59 counts toward that hour, and at 11:00 you get a fresh fifteen.
- Boss fights no longer use up any of your fifteen.
Seeing Other Players
- Other players now show their faction name under their name out in the world, and their rating orbs under that.
- Staff show in their own colour out in the world, not only on their card.
- Achievements on another player's card now opens their achievements, not their character page.
- A player's card now has an X to close it. Before, it stayed on screen until you logged out.
New: Meet the NPCs Face to Face
Clicking a character in the world now brings them up close: the world fades to dark, they stand large in the middle of your screen, and everything they offer sits on the left - Shop, Missions, Lore. On the right, a short About box tells you who they are. No more surprise pop-ups, and no more description boxes popping up just from moving your mouse over someone.
New: Rarity Score
Visit Weeping Shade in the Ruins or Boss Twitch in the Slums and pay 250 Reqs to have your collection scored. Every weapon and every robot you own counts: Common 0, Uncommon 500, Rare 1000, Ultra Rare 2000, Mythical 3500. Your score goes up on the brand new all-time Rarity leaderboard - but only when you get it checked, so bought something rare? Go and show it off.
Hoverbikes Have Been Retired
Hoverbikes are gone - something better to ride is on the way. If you bought one, you get every Req back the next time you log in.
A Big Round of Fixes
We read through every line of the game and fixed everything we found. The biggest ones:
Battle
- When an enemy stuns you, you really lose your next turn now (it used to only say so). Stunning an enemy no longer freezes the round counter and cooldowns.
- Aegis Grid, Force Barrier, Armor Shred and the Armor Strip Grenade now actually do what they say. The grenade finally has its own button in battle.
- Skills that raise or lower Endurance or Tech now change Defense and Resistance against every opponent, not just arena grunts.
- Desperation Rage now powers up your Strike, and its extra Strength no longer stays after the fight.
- Concussion Flash stuns 25% of the time, as it says (it was rolling twice).
- Requiem Clash: getting hit can no longer drain your Rage, who strikes first is fair again instead of almost always 5% or 95%, and Lone Stand's bonus now matches the rest of the game.
- Arena fighters have real Energy now, so they can use their heal like every other opponent.
Out in the world
- Heroes - yours and other players' - are now a little smaller (90% of before), so they sit better in the rooms.
- Other players now see you where you actually stand as soon as you enter a room, and players who already left no longer stay frozen on your screen.
- Clicking through an NPC's conversation works again.
- The story mission "The Hollow Knight" can now be finished.
- Lyra has something to say again.
Your character
- Rank badges and flag captures now count toward your RP on the leaderboard.
- Skill ranks you can't meet the requirement for can no longer be queued (and then silently lost).
- Retrain only charges you when there is something to give back.
- The free starter sword and armour now sell for 50 Reqs.
- The Recruit Pistol and Recruit Launcher are now truly the weak starter weapons they are meant to be.
- The 15-wins-an-hour limit is now shared by all characters on your account.
Accounts and saving
- If a save doesn't reach the server, you now see a message instead of nothing.
- "Remember password" is now "Keep me signed in" - your password is no longer stored on your computer.
- If the game server is having trouble, you're told so, instead of being logged into an old copy of your account.
- Password reset codes are much harder to guess, and faction membership can't be faked.
Bug Fixes
- The game no longer freezes after a long chat session. Once the chat history filled up, the next message locked the game.
- Quitting from the main menu no longer adds an empty "Requiem" character to your account, and a character you delete stays deleted.
- Logging out now fully clears your characters from that computer, so the next person to log in there can't see them or end up with a copy.
- Founding a faction or buying from the Alpha Vault can no longer charge you twice if you click twice. The button waits for the server's answer.
- A new character now starts with no achievements. Before, it got every achievement your last character had bought.
- Two hidden developer test keys were working for everyone. They are developer-only again.
- The RAGE and STUNNED icons over a fighter's head now play their animation instead of showing a jumble of frames.
- Mama Rat's tail no longer hangs through the floor, and her arms no longer sit inside her body.
- First Aid no longer leaves your hero stuck in the healing pose.
- If you cannot sign in, the message now says what kind of problem it is - your internet, a firewall, your antivirus or a slow connection - and the game waits a little longer before giving up.
- The studio name, Lupin Dynamic Studio (TM) 2026, now sits quietly in the corner of the menu and every big window.
Update - 1.6.4 — September 26, 2026
Rewards now belong to the character who earned them, and Souls Requiem is back where it belongs in the Faction Wars.
Your Rewards Follow Your Character
If you play more than one character, your faction rewards were going to the wrong one.
Flag captures and champion days are paid out by the server every hour, whether you are playing or not. Until now they landed on whichever character you happened to have open when the game collected them. So if you played one character all week and then logged in once on another, that second character pocketed the lot.
From now on they go to the character who earned them. The game tells the server who you are playing as, and that is who gets paid - even while you are offline, because that is still who you are. Switch character and play it, and within a few minutes the rewards follow you across.
A character you have never played earns nothing. If you want rewards on a character, play on that character.
Anything that was paid into the old shared pile has been set aside rather than handed out, and is being put on the right character by hand.
Faction Wars
- Souls Requiem was being treated as a neutral faction by mistake, left over from when factions were moved to the new server. It is with the Hallows, and from tonight it competes for World Domination against the other Hallows factions instead of on its own.
- Some faction champion days and flag captures that went unpaid earlier this month have been credited back to the members who were owed them.
Update - 1.6.3 — September 24, 2026
Winning a fight anywhere inside a region now counts toward your faction holding it, and the download is a little smaller.
Faction Wars: Every Room Counts
Winning a fight inside a region now helps your faction take that region, no matter which room you fought in.
Before this, only fights in a region's front room counted. A win in Slums Market, the Lab Reactor, the Bio Forest Grove or any other inner room was thrown away as far as holding ground went. Your own win, your faction points and the leaderboards were always counted properly - it was only the "who holds this place" part that was being lost.
If your faction has felt like it was fighting hard for a region and never quite taking it, this is why.
The Presidential Palace works differently on purpose. Fights there give you a normal win and normal faction points, but no faction can hold the palace - it is not one of the six contested regions.
Smaller Download
- The game no longer packs up leftover working files that players never needed. Same game, slightly smaller download.
Update 1.6.2 — September 23, 2026
Every one of the 41 bosses has been rebuilt from scratch, plus a new item that makes your guns hit both enemies, a fairer 1 vs 2 fight, click-to-choose targeting, and a big pass over the menus.
Every Boss Is New
All 41 named bosses have been rebuilt from the ground up, and every one of them now has a body of its own.
Before this, most bosses borrowed another boss's artwork with a colour wash over the top, so a lot of fights were the same creature in a different tint. That is gone. Ratsnout looks like Ratsnout. Requiem Eternal looks like Requiem Eternal. No two bosses share a body any more, and nothing is tinted to pretend to be someone else - the colour you see is the colour the character actually is.
They are also drawn at three times the detail they used to be, so they stay sharp at fighting size instead of going soft.
Every boss has its own standing, its own walk, its own death and its own attack. That is 164 animations, all new.
You can see all 41 of them on the website: People, then jump to Bosses.
Battles Feel Better
- Attacks no longer drag. Every swing, shot and spell finishes inside one second. Some of them were running two and a half.
- The turn no longer changes while a boss is still mid-swing. The round waits for the move to actually finish before the buttons come back.
- Big bosses stood above the floor. The bigger the boss the worse it was, and an Apex boss floated a good gap off the ground. They all plant their feet properly now.
- An Apex boss's health panel ran off the right-hand edge of the screen and took the boss's name with it. Their six-piece health bar fits now.
- In a 1 vs 2 fight the two opponents stand staggered, one further back than the other, instead of crowding the same spot. The one nearer the front is now the bigger of the two, as it should be.
New: the Split-Fire Core
VendorBot 9000 now sells CORES. A core gives you no stats at all. Instead it changes the way a weapon fires.
The first one is the Split-Fire Core, 5000 Reqs. While you wear it, in a 1 vs 2 fight your Sidearm and your Auxiliary hit BOTH opponents instead of one, and each of them takes 90% of the damage. You will see the second shot peel off toward the other fighter. In a 1 vs 1, or once one opponent is down, the weapon works exactly as before at full damage.
A core is never used up. Equip puts it on, Remove puts it straight back in your bag. No battle count, no 30 uses. You will find cores in the shop under the Stat Boosters, and at the top of the Consumables tab in your Inventory.
You can only wear one core at a time, and putting a second one on takes the first one off. While you are wearing one it shows in the battle bar, in the same square as the Stat Enhancer, with its own picture.
Picking Your Target
In a 1 vs 2 fight, targeting works a new way. Pick your move first - weapon, robot or skill - then CLICK the fighter you want it to hit. The old Target button in the bottom middle of the screen is gone.
While you are choosing, the weapons and skills bar disappears. All that is left on screen is the round countdown, the words PICK A TARGET, and a Cancel button, so there is nothing to misclick. Right-click, Esc or Cancel backs you out. The clock keeps running, so choosing is part of your turn.
Moves that hit everyone, heals and buffs do not ask - they just fire. Neither does a fight where only one opponent is still standing.
Clicking a fighter when you have no move waiting opens their full stat sheet instead. A small TARGET tag marks whoever your last shot was aimed at.
The 1 vs 2 Fight Is Fair Again
Fighting two opponents on your own gave you a bonus called Lone Stand, and the armour part of it was so large that neither opponent could hit you for more than 1 damage. That was a bug, not a difficulty setting.
Lone Stand now gives +15 Defence and +15 Resistance instead of +50 and +50. The rest of it is unchanged. Your opponents can hurt you again.
The two opponent health panels were also overlapping each other. They are now shorter, with HP, EP and RAGE on one line, and they stack neatly one under the other. 1 vs 1 fights keep the big panel exactly as it was.
Balance
- First Aid costs more Mana: 13 at rank 1, climbing to 31 at rank 10. It used to be 9 to 18.
- Split Fire, Orbital Barrage and Starfall Shower now carry two Mana prices and the fight picks for you. One opponent standing: full damage, 12 Mana at rank 1 up to 30 at rank 10. Two opponents standing: 90% damage to each, 18 Mana at rank 1 up to 36 at rank 10. The slot always shows the price it is about to charge.
- Those same three skills are ready in Round 2 now instead of Round 3.
- The Technomancer's Mana discount is 15% instead of 20%. At 20% it was quietly cancelling out the new costs.
- Rage from attacking now comes from the damage the other fighter's armour soaked up, not the damage that got through. Chipping away at a heavily armoured enemy fills your Rage fast. Flattening a soft target for huge numbers barely fills it. Rage from being hit has not changed.
- You only own one robot, so using either robot move now puts BOTH on cooldown. Before this you could fire a robot move every single turn by alternating them.
- Robot Intelligence reworked. It counts your class's starting stats plus the points you spend, and every 5 points is a level, starting at 20. Gear and boosters still do not count, so it never changes when you swap weapons.
- Predator Protocol is now +10% attack and +5% critical chance, and it finally does what the description says.
- Shadow-Rogues no longer get a hidden +8% Dodge that was never in the class description. Dodge comes from Tech only now, like every other class.
- Skill stat requirements went up across the board. Nobody loses a rank they already bought - the new numbers only apply to the next rank you buy.
New Names
- The Tech-Mage class is now the Technomancer. Same class, same skills, same saves.
- The 1 vs 2 comeback buff Juggernaut is now Lone Stand.
- The rank Mercenary is now Sellsword.
- The Alpha-Phase shop line is now the Alpha Vault.
Clicking Another Player
Click any other player, anywhere you meet them, and their card appears on the left. Closed it shows their level and name. Open it with the arrow and you get their class, rank and faction, plus four buttons: Add friend, Invite to faction, Achievements and Report.
Clicking the level circle opens their character page. It is the same page as your own, but with no Retrain, no Customize, no plus and minus buttons, and no losses and no win rate - those stay private.
Faction invites wait in the other player's Inbox with Join or No thanks. Nobody is added to a faction without saying yes.
Report sends the developer a letter with a reason and an optional note, up to 10 a day. Nothing happens to the reported player automatically.
Esc now backs out of whatever is open - any menu, the player card, or the chat box. It never closes the game.
The Rating Orbs
The orbs stopped spinning around your head. Circling read like the cartoon dizzy stars.
They now sit in a neat row that ripples: each orb rises and falls on the same slow rhythm, a beat behind the one before it, so a wave travels along the row. Out in the world the row sits under your name plate, below the faction name. In a fight it keeps the clear space just above your head. Same orbs, same colours, same count.
Menus
- New Choose your class screen: bigger cards, a glow behind each champion, a passive box, HP and MP badges, and all four stats as bars. Focus was missing before.
- Your Characters rebuilt. Each saved character is a card with their champion, name, class, level, rank, wins, losses, faction and a big PLAY button. It scrolls when you have more than four.
- NEW Text Size option - Normal, Large or Extra Large - for small and laptop screens. It is on the first menu screen and in Settings, and it saves to your computer rather than to one character.
- Easier to read everywhere: grey text is brighter, the body font is slightly bolder, and tiny labels are no longer spread so wide.
- The Inbox moved out of Settings and into the Buddy List box, which now has two tabs: Buddies and Inbox. A number appears on the tab when something is waiting.
Letters For Winners
At midnight New York time the server now sends a letter to every winner: the Daily 1v1 Duel champion, the Daily Requiem Clash champion, every member of the number one faction on Faction Duel and Faction Clash, and every member of each side's World Domination faction. Hourly flag captures do not send letters - there would be far too many.
Fixes
- Armor Strip Grenades are finally buyable. They already worked in battle and Scrap Heap Sam's mission asks you to bring him three, but no shop anywhere stocked them. VendorBot 9000 sells them now for 90 Reqs, in Field Boosters.
- The battle log says how much a heal actually restored instead of how much it rolled. If you were nearly full it adds how much was wasted, so a big heal on a healthy hero no longer looks like the skill went weak.
- Block and Crit on the Character sheet and Inventory now include Unseen Malice and Fatal Focus. They always worked in fights, the screens just left them out.
- Faction join requests showed a question mark instead of the player's name, and Accept did nothing. Fixed.
- Your wins and the server's record of your wins could drift apart. A fight the server refuses is now also removed from your character, and a fight that could not be sent is kept and re-sent until it goes through, so the two always match.
- Letters never arrived for players logged in through the new server. Fixed.
- Requiem Clash wins were not being counted anywhere. Nothing from a 1 vs 2 fight reached the server - no Clash win, no daily Clash total, and no contribution to your faction's daily standing, win or lose. Your own character kept counting them, which is why the number on your Character Sheet and the number on the board had drifted apart. Every Clash now reports properly again.
On The Website
- New homepage with a gameplay video, a strip showing what is new in this version, the world map and regions, a phone menu and a search box.
- Every page updated for the new names and the new skill requirements.
- The People page has a new Bosses section: all 41 of them, with their new artwork, sorted into Easy, Medium and Apex, each with its level and the region you find it in..
Update - 1.6.1 — September 23, 2026
Every one of the 41 bosses has been rebuilt from scratch, plus a new item that makes your guns hit both enemies, a fairer 1 vs 2 fight, click-to-choose targeting, and a big pass over the menus.
Every Boss Is New
All 41 named bosses have been rebuilt from the ground up, and every one of them now has a body of its own.
Before this, most bosses borrowed another boss's artwork with a colour wash over the top, so a lot of fights were the same creature in a different tint. That is gone. Ratsnout looks like Ratsnout. Requiem Eternal looks like Requiem Eternal. No two bosses share a body any more, and nothing is tinted to pretend to be someone else - the colour you see is the colour the character actually is.
They are also drawn at three times the detail they used to be, so they stay sharp at fighting size instead of going soft.
Every boss has its own standing, its own walk, its own death and its own attack. That is 164 animations, all new.
You can see all 41 of them on the website: People, then jump to Bosses.
Battles Feel Better
- Attacks no longer drag. Every swing, shot and spell finishes inside one second. Some of them were running two and a half.
- The turn no longer changes while a boss is still mid-swing. The round waits for the move to actually finish before the buttons come back.
- Big bosses stood above the floor. The bigger the boss the worse it was, and an Apex boss floated a good gap off the ground. They all plant their feet properly now.
- An Apex boss's health panel ran off the right-hand edge of the screen and took the boss's name with it. Their six-piece health bar fits now.
- In a 1 vs 2 fight the two opponents stand staggered, one further back than the other, instead of crowding the same spot. The one nearer the front is now the bigger of the two, as it should be.
New: the Split-Fire Core
VendorBot 9000 now sells CORES. A core gives you no stats at all. Instead it changes the way a weapon fires.
The first one is the Split-Fire Core, 5000 Reqs. While you wear it, in a 1 vs 2 fight your Sidearm and your Auxiliary hit BOTH opponents instead of one, and each of them takes 90% of the damage. You will see the second shot peel off toward the other fighter. In a 1 vs 1, or once one opponent is down, the weapon works exactly as before at full damage.
A core is never used up. Equip puts it on, Remove puts it straight back in your bag. No battle count, no 30 uses. You will find cores in the shop under the Stat Boosters, and at the top of the Consumables tab in your Inventory.
You can only wear one core at a time, and putting a second one on takes the first one off. While you are wearing one it shows in the battle bar, in the same square as the Stat Enhancer, with its own picture.
Picking Your Target
In a 1 vs 2 fight, targeting works a new way. Pick your move first - weapon, robot or skill - then CLICK the fighter you want it to hit. The old Target button in the bottom middle of the screen is gone.
While you are choosing, the weapons and skills bar disappears. All that is left on screen is the round countdown, the words PICK A TARGET, and a Cancel button, so there is nothing to misclick. Right-click, Esc or Cancel backs you out. The clock keeps running, so choosing is part of your turn.
Moves that hit everyone, heals and buffs do not ask - they just fire. Neither does a fight where only one opponent is still standing.
Clicking a fighter when you have no move waiting opens their full stat sheet instead. A small TARGET tag marks whoever your last shot was aimed at.
The 1 vs 2 Fight Is Fair Again
Fighting two opponents on your own gave you a bonus called Lone Stand, and the armour part of it was so large that neither opponent could hit you for more than 1 damage. That was a bug, not a difficulty setting.
Lone Stand now gives +15 Defence and +15 Resistance instead of +50 and +50. The rest of it is unchanged. Your opponents can hurt you again.
The two opponent health panels were also overlapping each other. They are now shorter, with HP, EP and RAGE on one line, and they stack neatly one under the other. 1 vs 1 fights keep the big panel exactly as it was.
Balance
- First Aid costs more Mana: 13 at rank 1, climbing to 31 at rank 10. It used to be 9 to 18.
- Split Fire, Orbital Barrage and Starfall Shower now carry two Mana prices and the fight picks for you. One opponent standing: full damage, 12 Mana at rank 1 up to 30 at rank 10. Two opponents standing: 90% damage to each, 18 Mana at rank 1 up to 36 at rank 10. The slot always shows the price it is about to charge.
- Those same three skills are ready in Round 2 now instead of Round 3.
- The Technomancer's Mana discount is 15% instead of 20%. At 20% it was quietly cancelling out the new costs.
- Rage from attacking now comes from the damage the other fighter's armour soaked up, not the damage that got through. Chipping away at a heavily armoured enemy fills your Rage fast. Flattening a soft target for huge numbers barely fills it. Rage from being hit has not changed.
- You only own one robot, so using either robot move now puts BOTH on cooldown. Before this you could fire a robot move every single turn by alternating them.
- Robot Intelligence reworked. It counts your class's starting stats plus the points you spend, and every 5 points is a level, starting at 20. Gear and boosters still do not count, so it never changes when you swap weapons.
- Predator Protocol is now +10% attack and +5% critical chance, and it finally does what the description says.
- Shadow-Rogues no longer get a hidden +8% Dodge that was never in the class description. Dodge comes from Tech only now, like every other class.
- Skill stat requirements went up across the board. Nobody loses a rank they already bought - the new numbers only apply to the next rank you buy.
New Names
- The Tech-Mage class is now the Technomancer. Same class, same skills, same saves.
- The 1 vs 2 comeback buff Juggernaut is now Lone Stand.
- The rank Mercenary is now Sellsword.
- The Alpha-Phase shop line is now the Alpha Vault.
Clicking Another Player
Click any other player, anywhere you meet them, and their card appears on the left. Closed it shows their level and name. Open it with the arrow and you get their class, rank and faction, plus four buttons: Add friend, Invite to faction, Achievements and Report.
Clicking the level circle opens their character page. It is the same page as your own, but with no Retrain, no Customize, no plus and minus buttons, and no losses and no win rate - those stay private.
Faction invites wait in the other player's Inbox with Join or No thanks. Nobody is added to a faction without saying yes.
Report sends the developer a letter with a reason and an optional note, up to 10 a day. Nothing happens to the reported player automatically.
Esc now backs out of whatever is open - any menu, the player card, or the chat box. It never closes the game.
The Rating Orbs
The orbs stopped spinning around your head. Circling read like the cartoon dizzy stars.
They now sit in a neat row that ripples: each orb rises and falls on the same slow rhythm, a beat behind the one before it, so a wave travels along the row. Out in the world the row sits under your name plate, below the faction name. In a fight it keeps the clear space just above your head. Same orbs, same colours, same count.
Menus
- New Choose your class screen: bigger cards, a glow behind each champion, a passive box, HP and MP badges, and all four stats as bars. Focus was missing before.
- Your Characters rebuilt. Each saved character is a card with their champion, name, class, level, rank, wins, losses, faction and a big PLAY button. It scrolls when you have more than four.
- NEW Text Size option - Normal, Large or Extra Large - for small and laptop screens. It is on the first menu screen and in Settings, and it saves to your computer rather than to one character.
- Easier to read everywhere: grey text is brighter, the body font is slightly bolder, and tiny labels are no longer spread so wide.
- The Inbox moved out of Settings and into the Buddy List box, which now has two tabs: Buddies and Inbox. A number appears on the tab when something is waiting.
Letters For Winners
At midnight New York time the server now sends a letter to every winner: the Daily 1v1 Duel champion, the Daily Requiem Clash champion, every member of the number one faction on Faction Duel and Faction Clash, and every member of each side's World Domination faction. Hourly flag captures do not send letters - there would be far too many.
Fixes
- Armor Strip Grenades are finally buyable. They already worked in battle and Scrap Heap Sam's mission asks you to bring him three, but no shop anywhere stocked them. VendorBot 9000 sells them now for 90 Reqs, in Field Boosters.
- The battle log says how much a heal actually restored instead of how much it rolled. If you were nearly full it adds how much was wasted, so a big heal on a healthy hero no longer looks like the skill went weak.
- Block and Crit on the Character sheet and Inventory now include Unseen Malice and Fatal Focus. They always worked in fights, the screens just left them out.
- Faction join requests showed a question mark instead of the player's name, and Accept did nothing. Fixed.
- Your wins and the server's record of your wins could drift apart. A fight the server refuses is now also removed from your character, and a fight that could not be sent is kept and re-sent until it goes through, so the two always match.
- Letters never arrived for players logged in through the new server. Fixed.
- Requiem Clash wins were not being counted anywhere. Nothing from a 1 vs 2 fight reached the server - no Clash win, no daily Clash total, and no contribution to your faction's daily standing, win or lose. Your own character kept counting them, which is why the number on your Character Sheet and the number on the board had drifted apart. Every Clash now reports properly again.
On The Website
- New homepage with a gameplay video, a strip showing what is new in this version, the world map and regions, a phone menu and a search box.
- Every page updated for the new names and the new skill requirements.
- The People page has a new Bosses section: all 41 of them, with their new artwork, sorted into Easy, Medium and Apex, each with its level and the region you find it in..
Update - 1.6.0 — September 21, 2026
The biggest update since launch: missions, a proper bag, a world you can walk behind, and the whole story of Trivium, told by the Wanderer.
Game real currency coming soon.
Missions
The people of Trivium finally have work for you. A yellow ! over someone's head means they have a job. Click them to hear it and accept. When the job is done, a yellow ? appears over their head: click them again to get paid.
There are 40 story missions to start. Every region has its own three-step chain, told by the people who live there, plus smaller jobs from the rest of the cast. The Hallows and the Wardens each have a chain of their own that only their side can see.
Every day brings 3 daily missions, the same 3 for everyone, reset at midnight New York time. Do them anywhere and claim them straight from the log. Claim all 3 for a bonus.
Every mission pays Reqs. The new Missions button in the Command Center (the checklist icon) shows everything you're working on, today's dailies, and every job waiting for you and where to find the person who gives it. A yellow number on the button tells you when something is ready to collect.
Your Bag
Every character now has a bag with 30 spaces. Weapons, armor, robots and bikes take one space each, but anything you are wearing or riding is free. A pile of the same potion or booster only takes one space, however many you carry.
When the bag is full, the shop tells you before you spend anything. Nobody loses a single item: if you already carry more than 30 things, you keep them all, you just can't add more until you make room.
To make room, open your Inventory and press Sell. While it's on, click any item to sell it for half its price. Worn gear can't be sold, so take it off first. More bag space will be available later.
The Story of Trivium
The Wanderer in the Bio Forest (Glowing Canopy) is now the keeper of the story. Click him and he will tell you all of it: the three worlds, the night the song stopped, the Unsung, and why the Hallows and the Wardens are at war.
Every NPC has a written story now too. You can read them all on the website's new NPCs page, where they are grouped by region. Some of their secrets you will only learn in the game.
A World With Depth
Walk behind someone and you now pass behind them, not over them. This works for every NPC and every prop in every room.
Every NPC's name now sits in the same place, just under their feet, and the area you click to talk to them fits their body, one by one, for the whole cast.
Skills and Damage Types
Any skill that uses your Primary weapon now deals your Primary's damage type. The same goes for every skill that hits all enemies and every ultimate. If you carry an Energy sword, they deal Energy damage. The one exception is Wrench Slam, which is always Physical by design.
Skill descriptions no longer promise a damage type they don't deliver.
Smaller Changes
- Customize Appearance moved into the Character sheet, as its own button next to Appearance.
- On the World Map, the Outpost now sits where the Tech Lab used to be, and the Tech Lab moved to the middle, between the Central Hub, the Slums and the Outpost.
On The Website
- A search box on every page. Type anything, like a weapon, an NPC, a skill, a shop or a place, and it takes you straight to it.
- A new Missions page listing every mission: who gives it, where to find them, what to do and what it pays.
- The Classes page now describes every skill exactly: what it does, how to use it, what it costs at every rank, and what it needs.
- The Weapons page shows every sword, sidearm, auxiliary, robot and armor, with Physical on the left and Energy on the right.
Update - 1.5.6 — September 20, 2026
Please re-download the game from scratch if you got a version that is a week old.
This one write-up covers everything since the last notes we posted: the combat rewrite that shipped in 1.5.5, and all of 1.5.6.
The Combat Rewrite
Damage is now pure math. Every number on your character page is exactly what lands in a fight, with no hidden bonuses on either side. You can work out your own damage before you swing.
The game had been running two different damage systems at once, and the older one quietly ignored parts of your build. It is gone. Block, Dodge and Critical now do what the character page says they do.
Weapons were re-tuned so armour can keep up: primary weapons reach 50 at level 50, sidearms 52, auxiliaries 55. Robots give a flat 15 damage, or 17 for Alpha robots. Who moves first is now decided by Focus instead of Technology.
Intelligence is now visible. Points you put into Strength, Endurance, Technology and Focus feed it, and it adds damage to your robot. You can see its level and exactly what it gives you on the character page, in your inventory and in battle.
Every opponent is now built the same way you are: the same stat points for its level, a real weapon from the game, and a balanced build. On top of that it has 20% more health than a player of that level, is about 10% weaker overall, carries two skills drawn at random from every class in the game, and heals itself once per fight.
Armour modules and resistance modules now cap at the same value, so your Defence and Resistance no longer drift wildly apart.
Weapon Damage Types Fixed
Energy sidearms and auxiliaries were fighting as the wrong type. A sidearm always dealt Physical damage and an auxiliary always dealt Energy damage, no matter which weapon you had equipped, so an Energy sidearm was hitting the enemy's armour instead of their resistance. Every weapon slot now uses its own real damage type, in the numbers you see and in the damage it deals.
The Battle Stats Box
Click a fighter's health plate and you get a wider box with two halves: your stats, damage, defences and win record on the left, and your full skill tree on the right. Your opponent's box now looks the same, and shows the two techniques it rolled for that fight.
The World Map
A sharper map, and the area badges now grow slightly when you point at them instead of lighting up.
The padlock in the bottom-right corner of the map is your spawn point. An open padlock means you appear somewhere random in Trivium every time you log in. Press it while standing somewhere you like and it closes: from then on you always wake up in that exact spot. It stays that way until you open the padlock and lock a new place.
Rewards At The End Of The Day
Daily champions are now decided once, at midnight New York time, from the final standings. Being top for an hour in the afternoon no longer wins it, and only one player can be a day's champion.
Flag captures are counted every hour by the server. You no longer need to open the game or the Faction menu for your faction's held areas to count, and every member is credited whether they were online or not.
There is a new all-time World Domination leaderboard, ranking factions by how many days they have held the most flags in their alignment.
One Account, One Computer
An account can only be played in one place at a time. Logging in somewhere new logs out the older one and tells you it did, and the older one can no longer save over your progress.
If you sit still long enough for the [AFK] tag to appear and leave it up for 15 minutes, the game saves your progress and logs you out.
Bug Fixes
- The buddy list decided who was online from the last time someone logged in or finished a fight, so friends who were happily playing showed as offline. It now shows who is actually in the world right now, and how long ago the others were.
- The chat box stopped accepting typing after every message, in both room chat and private chat, so you had to click it again for each line.
- Story boss wins counted on the Solo Champion leaderboard but not on your character, so the two slowly drifted apart. Boss fights now count in neither.
- No faction can claim the Presidential Palace any more.
- Private chat's Send button no longer takes the cursor out of the message box.
Update - 1.5.0 — September 20, 2026
Installing the Game
Project: Souls Requiem now ships as a proper Windows installer instead of a zip file. Download one file, double-click it, and it sets everything up — no unpacking, no hunting for the Launcher, and a desktop shortcut with the game's emblem on it.
Existing players: you don't have to do anything. Your current install keeps updating through the Launcher exactly as before.
Windows will show a blue "Windows protected your PC" box the first time you run the installer. That's expected for any installer from a small independent developer, and it is not a virus warning — click More info, then Run anyway.
The installer deliberately refuses to install into Program Files. Windows locks that folder down, which would stop the Launcher from being able to download updates. It suggests a safe folder by default, and you're free to pick a different one.
Bug Fixes
- Fixed the long-standing duplicate character bug — the "ghost" copy of yourself that could appear and stay on screen after moving between areas, or after using a gate and the map at the same time. Only one of you now, as intended.
- Fixed a serious save bug: if the game couldn't reach the server while loading your characters, it would treat your account as brand new and could overwrite your real save with an empty one. The game now refuses to save anything until it has actually heard back from the server, and tells you the connection failed instead of quietly starting you over.
Leaderboards
- Removed a batch of abandoned test accounts and leftover faction scoreboards from the server. The Rating Points leaderboards now show only real, active players.
Copyright Name Change. — September 19, 2026
Project: Souls Requiem
The game has a new official name and studio: it's now Project: Souls Requiem, from Lupine Dynamic Studio. This is a branding change only — nothing about how the game plays has changed. Updated everywhere: the title screen, the Launcher, this website, and every in-game reference.
New logo art to match, replacing the old wordmark on the main menu, the Launcher, and this site.
Character Sheet
- Fixed a bug where clicking Apply Changes on the Character Sheet could silently reset your spent Strength/Tech/Endurance/Focus points and Skill Tree points back to 0 instead of actually saving them.
Factions
- Fixed some factions' Requiem Clash win/loss counts that were showing incorrect numbers left over from the Firebase migration.
- The duplicate "Souls Requiem" faction listed under Known Issues since the last update has been resolved — only one exists now.
Update - 1.4.0 — September 19, 2026
World
- Added Wraith-King Otheus to Deep Ruins — The Abyss: a spectral figure now floats silently above the cathedral doors, framed between the two guardian statues. He's purely atmospheric — nothing to fight or talk to.
Achievements
- The four Solstice badges (Autumn, Winter, Spring, Summer) now live in their own dedicated "Seasonal" category instead of being mixed into "Ultra Rare" alongside Alpha and Early Access. Each is still only obtainable during its own 7-day window once a year, and stays yours forever once earned.
Inventory
- The Character stat panel is now split into two columns: Health, Mana, Strength, Endurance, Tech, and Focus on the left; Primary/Sidearm/Auxiliary/Robot Damage, Defense, Resistance, Block, Dodge, and Crit on the right.
- Stat text in that panel is now twice as large and easier to read at a glance.
- The Character panel's background is now fully solid — no more faint bleed-through from the room art behind it.
Combat & Fair Play
- The bottom row of battle skills now shuffles into a random order at the start of every fight (it stays put for the rest of that fight) — aimed at bots/macros that click fixed screen positions instead of reading which skill is actually there.
- New anti-farming safeguard: your first 15 wins against NPCs (Duel, Requiem Clash, or a Boss) within a rolling 1-hour window count fully toward leaderboards/character/faction and give 100% rewards, same as always. Any additional win in that same hour still pays out 20% of the usual Reqs/EXP, but won't count toward leaderboards, your character, or your faction. The window resets on its own an hour after your first win in it.
Known issues
- The faction roster showing fewer members than expected is still under investigation — unaccepted join requests have been ruled out as the cause; still digging into the real root cause.
Update - 1.3.6 — September 18, 2026
Update — September 18, 2026
Faction Wars / Migration
- Recovered Faction Wars area control (capture) history that was lost during the move from the old Firebase servers to the new self-hosted servers. Every area's points and wins have been restored to the correct faction.
- Fixed a bug where a faction's Area Control banner showed a plain grey background instead of the controlling faction's actual flag.
- Fixed a bug where your login session could quietly expire after about an hour of continuous play — after that point, match wins stopped registering on the Daily leaderboards (and the Daily Champion mail/achievements/faction trophies that depend on them) with no warning shown. Sessions now refresh themselves automatically in the background, so this should no longer happen no matter how long a play session runs.
Characters & Accounts
- Fixed a bug where a deleted character could come back after logging in again.
- Added a Logout button to the in-game Settings menu, so you can switch accounts without closing the game.
Combat Balance
- All classes deal 20% more damage across the board — this now applies consistently to both skill damage and basic weapon hits (previously these two were quietly out of sync with each other).
- The 3 class ultimate skills (Calamity Flurry / Precision Execute / Hyperdrive Core) hit 20% harder.
- The 3 classes' multi-target skills (Orbital Barrage / Starfall Shower and their Technomancer equivalent) hit 15% harder.
- NPCs are 10% weaker in Solo mode only — Requiem Clash is unaffected.
- Enemies can no longer heal indefinitely during a fight — healing is now limited to once per battle.
- Rage now builds 4x faster for both you and your opponent.
- Added a Mana bar for enemies in battle, so you can see their mana pool alongside their HP.
- All Defense and Resistance is now 15% weaker across the board — this applies to you, bosses, and NPCs alike.
- Armor pieces were granting far more Defense/Resistance than intended at high levels — capped so any single armor piece now grants at most +20 combined Defense and Resistance.
- Fixed a bug where different Armor/Resistance pieces of the same level could give you different Defense/Resistance numbers. Every Armor or Resistance item now grants the same stats at your level, exactly like Auxiliary, Robot, Sword, and Sidearm already did — which piece you're wearing is purely cosmetic now.
- Armor and Resistance item names no longer show a "(Lv N)" tag — since every piece at your level now gives identical stats, that text was just confusing.
- Rage Surge (what triggers when your Rage meter fills up) now hits for a full 100% damage and actually ignores 45% of the target's Armor/Resistance — the armor-ignoring part had quietly never worked since it was first added, despite the in-battle text always claiming it did.
Items & Equipment
- Replaced the old placeholder Auxiliary Weapon ladder (the plain "Auxiliary (Lv N)" items with no real stats) with 40 fully-designed Auxiliary weapons — 20 unique designs, each in an Energy and a Physical version, with their own art and stat spread. Like Sword and Sidearm, the specific one you buy is a look/flavor choice — your actual combat power still comes from your level.
- Rebalanced how many bonus Str/Tech/End/Focus points each weapon type hands out, so each type now has its own budget instead of sharing one: Swords grant 12 total points, Sidearms 13, and Auxiliary weapons 14 — still split randomly across the four stats per item, so different swords (for example) still feel a little different from each other.
- Armor Sets now also roll their own random 10-point Str/Tech/End/Focus bonus per set — previously Armor gave no bonus stats at all beyond Defense/Resistance.
- New: your Armor's 20-point Defense/Resistance pool is now yours to allocate. Click the new "Edit" button on the bottom-right of any Armor card in your Inventory to choose how many of those 20 points go to Defense vs. Resistance (it used to be a fixed roughly-2:1 split). This is separate from the new 10-point Str/Tech/End/Focus bonus above, which stays random and fixed per set — only the Defense/Resistance split is yours to change.
- Bane Hallow's Alpha Vault exclusive gear (the Alpha Sword, Alfa Blaster, Alpha Destroyer, Alpha Bot, and both Alpha Armor sets) now has real hand-drawn icon art instead of placeholders.
UI & Menus
- Moved the current area/room name label from top-center to the top-left of the screen.
- Skill Tree cards now show a real short description plus separate lines for damage/effect and any requirements, instead of one long wall of text.
- Buddy List panel is now a consistent, solid backing behind the glass frame instead of reading as overly see-through, and no longer pokes out past the frame's corners.
- Reorganized the battle action bar: Strike, Sidearm, Auxiliary, Robot (Normal), Robot (Special), Health Booster, Energy Booster, and a new Stat Enhancer slot now all sit together in one row, with every Skill Tree skill you've unlocked in a single row below that.
- Every skill button on the action bar now always shows its current rank in the corner, even at rank 0 — previously it only showed a number once you'd put a point into it.
- Health Booster, Energy Booster, the new Stat Enhancer slot, and all passive skills now use a neutral grey-and-purple frame instead of the red/blue Physical/Energy frames, since none of them are actually Physical or Energy attacks.
- New: a Stat Enhancer slot on the battle action bar shows which Vendor Bot 9000 stat buffs you currently have active and how many battles they have left, right there during a fight.
- Getting Stunned, or triggering a Rage Surge, now shows a big animated "STUNNED!!!" or "RAGE!!!" banner above that fighter's head for exactly as long as the effect lasts, then it disappears.
World
- NPC name labels now sit a bit further below their feet instead of overlapping them.
- Moved Researcher Chloe closer to Subject 9 in the Research Lab.
- Shrunk Byte Size to actually read as the tiny robot he's supposed to be.
- Fixed a bug where clicking the ground near an NPC could walk you right on top of them instead of stopping short — this affected every NPC in the game (not just tall ones like the vending bot units), since clicking empty ground next to any NPC had no minimum distance check. You now stop a comfortable step away, same as clicking the NPC directly already did.
Known issues
- Two factions both named "Souls Requiem" can still appear in places like the champion boards — a leftover from the Firebase migration. Fix in progress.
- The Edit Faction/Edit Flag button can disappear for some founders, showing only "Leave Faction" — under investigation, likely tied to the duplicate-faction issue above.
- Some players are still reporting that match wins aren't showing up on the Daily leaderboards even after the session-refresh fix above — actively being investigated on the server side.
Update - 1.3.5 � September 18, 2026
Update � September 18, 2026
Update - 1.3.5 � September 18, 2026
Update � September 18, 2026
Update 1.3.0 — September 17, 2026
Project: Souls Requiem — Design Notes Date: 2026-09-17 Topic: Pure-Math Armor System + Class Balance Pass
ARMOR SYSTEM OVERHAUL
Armor/Resistance now works as simple subtraction instead of the old percentage-curve system: attacker's damage minus defender's Armor number. A hit always deals at least 15% of its damage no matter how tanky the defender is, so two heavily defensive builds can't fully wall each other out.
DIMINISHING RETURNS ADDED
Strength and Armor both get reduced effectiveness above 70, 90, and 120 points. Full value below 70, tapering off in three steps after that.
SKILL WARMUP RULE
Attack skills now need 1 turn of warmup, or 2 turns if they hit for 150%+ of weapon damage at max rank. Ultimates always need 4 turns. Debuffs and buffs are not affected by this rule.
ULTIMATES REBALANCED
- Precision Execute, Calamity Flurry, and Hyperdrive Core all now require
38 Focus at max rank to fully unlock.
- Damage retuned so all three land in a similar 140-160 range at Level 50
(previously uneven between classes).
CLASS BALANCE FIXES
- Shadow-Rogue: Predator Protocol passive bonus damage 12% -> 6%
- Vanguard: Bulwark Oath passive bonus HP 10% -> 5%
- Technomancer: Wrench Slam now includes real weapon damage in its hit
(flat/Tech numbers trimmed down to compensate)
- Technomancer: Ion Flare cooldown raised from 1 to 2 turns
SKILLS CHANGED / FIXED (BY CLASS)
VANGUARD
- Twin Cleave: added 1-turn warmup (deals 145% weapon damage at max rank)
- Shield Breaker: added 2-turn warmup (deals 200% weapon damage at max rank)
- Orbital Barrage: added 2-turn warmup (deals ~183% weapon damage at max rank)
- Bulwark Oath (passive): HP bonus reduced 10% -> 5%
- Precision Execute (ultimate): damage raised 55-123 -> 62-130 (+0.5x Tech);
requirement switched from Endurance to Focus (20 base, 38 at max rank); warmup set to 4 turns
SHADOW-ROGUE
- Sucker Punch: added 2-turn warmup (deals ~153% weapon damage at max rank)
- Split Fire: added 2-turn warmup (deals ~183% weapon damage at max rank)
- Concussion Flash: added 1-turn warmup
- Predator Protocol (passive): bonus damage reduced 12% -> 6%
- Calamity Flurry (ultimate): damage reduced from 220%-420% to 156%-250% of
weapon damage; Focus requirement raised (20 base, 38 at max rank); warmup set to 4 turns
TECHNOMANCER
- Wrench Slam: now includes real weapon damage in its hit (previously the
only regular damage skill without one); flat/Tech numbers trimmed to compensate (flat 8-35 -> 6-15, Tech coefficient 0.6x -> 0.35x); added 1-turn warmup
- Ion Flare: cooldown raised 1 -> 2 turns; added 2-turn warmup (deals
~215% weapon damage at max rank)
- Starfall Shower: added 2-turn warmup (deals ~183% weapon damage at max rank)
- Hyperdrive Core (ultimate): damage raised 55-123 -> 62-130 (+0.5x Tech);
requirement switched from Endurance to Focus (20 base, 38 at max rank); warmup set to 4 turns
NOTE: debuff/buff skills (Cloaking Cloud, Thunderous Slam, System Jam, etc.) were deliberately left out of the warmup change — that rule only applies to skills whose whole purpose is dealing damage.
FILES CHANGED
- scripts/data/combat_math.gd
- scripts/battle/battle.gd
- scripts/autoloads/player_data.gd
Update — v1.2.0 (September 17, 2026)
- Known issue: two "Souls Requiem" factions can appear in the all-time Solo and Clash champion lists — a side effect of the Firebase-to-Nakama migration, fixed once the migration finishes.
- Fixed a bug where skill damage (all classes) wasn't displaying correctly, which was also affecting battles.
- Fixed a bug where some players' progress wasn't showing in their faction (this starts counting again from now on — progress made before this fix still shows on your character page, just not in the faction).
Update — v1.1.0 (September 16, 2026)
A balance pass across the board: class stats, class skills, and the underlying damage and defense/resistance formulas have all been reworked. If a class or skill felt over- or under-tuned before, this update is aimed at fixing that.
No audio, on purpose
Project: Souls Requiem has no music or sound effects. That's a standing design choice, not a placeholder waiting to be filled in.
A world that keeps its own time
The game world syncs to the real-world clock and your real sunrise/sunset (based on your location), tinting the sky and bringing out stars at night as it happens outside your window too. You can override it any time from the in-game day/night toggle, or turn the syncing off entirely in Settings.
Trivium, and the Fracture
The world of Trivium used to be one unified place — one skyline you could walk end to end without crossing a gate. Something called "the Fracture" split it into six regions, each rebuilding on its own terms ever since. Nobody in-world fully agrees on what caused it — that's deliberate. Meet some of the people still living with it on the NPC page.
What's next
This page will keep growing as the game does — new systems, new regions, and the reasoning behind them. If there's something specific about how the game works you're curious about, this is where it'll show up.